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sandwich8

Second Lieutenant
2 Badges
Apr 3, 2017
189
583
  • Stellaris
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Description
Ministry of Culture and Fallen Empire Buildings destroy themselves (3.7.2) (e793)

Game Version
3.7.2

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Building the Ministry of Culture or conquering Fallen Empire planets appear to destroy the building instantly. This is contrary to the behavior in previous patches.

Steps to reproduce the issue.
I built the ministry of culture and after a monthly tick it disappeared. I thought it might be an isolated problem, but then I saw a reddit post on fallen empire buildings disappearing as well. ( )

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Not sure if it's a bug, as there is new events in ancient relics that allows you to build these buildings
That's probably why the bug exists, then. The game thinks it's impossible to have those buildings without those ancient relic events so it deletes them. It's still a bug because if you defeat a fallen empire you deserve the buildings, tbh.
 
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ah, was looking for this. my ministry of culture kept disappearing and i was very confused. it's also weird that there's some archeo tech for a ministry of culture, i would think it would be a conclave exclusive thing.
 
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Not sure if it's a bug, as there is new events in ancient relics that allows you to build these buildings
Nope, not it. The minor artifact events that allow for one copy of FE building being built existed WHEN AR story pack got released. They are OLD events, not new ones. They did not break FE buildings/ministry of culture before, and should not break them now (devs simply tweaked the cost and not anything with them).
 
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That's probably why the bug exists, then. The game thinks it's impossible to have those buildings without those ancient relic events so it deletes them. It's still a bug because if you defeat a fallen empire you deserve the buildings, tbh.
No, the technical reason this happens is that buildings that no longer fulfill their potential = { } condition are now automatically destroyed for whatever reason.

The potential condition of these buildings looks something like this:
Code:
    potential = {
        exists = owner
        owner = { is_fallen_machine_empire = yes }
    }

This is usually supposed to prevent players from constructing the building, but now it also destroys the building.

Same issue applies to the Ministry of Culture, just that the specific cause there is a flag that's added to the empire when the building finishes.
 
Tried modding the potential condition of the Ministry of Truth and it still keeps disappearing, so it's probably something under the hood.

UPDATE:

By commenting out the following lines in 12_event_buildings I managed to stop the Ministry of Truth from disappearing every month.

107-109

Code:
#                NOT = {
#                    has_country_flag = built_one_ministry
#                }

and

171-177

Code:
#    on_queued = {
#        owner = { remove_country_flag = artist_building_patron }
#    }
#
#    on_unqueued = {
#        owner = { set_country_flag = artist_building_patron }
#    }
 
Last edited:
Tried modding the potential condition of the Ministry of Truth and it still keeps disappearing, so it's probably something under the hood.
What condition did you use? Just removing the flags completely works perfectly for me:

Code:
    potential = {
        NOT = { has_modifier = slave_colony }
    }

The building does no longer get destroyed with this condition.
 
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What condition did you use? Just removing the flags completely works perfectly for me:

Code:
    potential = {
        NOT = { has_modifier = slave_colony }
    }

The building does no longer get destroyed with this condition.

I just updated my post.
 
No, the technical reason this happens is that buildings that no longer fulfill their potential = { } condition are now automatically destroyed for whatever reason.

The potential condition of these buildings looks something like this:
Code:
    potential = {
        exists = owner
        owner = { is_fallen_machine_empire = yes }
    }

This is usually supposed to prevent players from constructing the building, but now it also destroys the building.

Same issue applies to the Ministry of Culture, just that the specific cause there is a flag that's added to the empire when the building finishes.
Ah, good to know. So in fact this is a intentional bug that also affects mods, and basically means any building that can't be built is unconquerable. Whyyy
 
Ah, good to know. So in fact this is a intentional bug that also affects mods, and basically means any building that can't be built is unconquerable. Whyyy
Don't think it's intentional. Buildings that you're not supposed to have access to can already be destroyed via the destroy_trigger after all, also checking the potential wrapper does not really make any logical sense since the two serve different functions. It's probably just a check that was accidentally added incorrectly, or something along those lines.
 
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